We've been working on multiple things for the past months, and they'll be hitting the genpop soon in the form of a new patch. Quite a few people collaborating on this one: Clemens, valli, Groentjuh, DJ, Gridfon and yours trully. Some of the more important changes:

Leaving all the new auth stuff out, here's some things that can be quickly explained:

FIXED:Damage value on accuracy panel getting inflated from teamdamage.Random keypress out-of-nowhere.moneySpent when a unit was refunded. DROPOFF_RESOURCES waypoint not completing if you enter a dropoff point without touching it (stood too far away or died).Queue not updating for commander/clients when it's canceled due to sudden lacking resources.AI code straining and limiting across the code; how AI target orders are handled when received.Follow and cancellation orders not working as intended. Objects now no longer accept orders to follow themselves (I kid you not - Clemens).Sensors not detecting gates sometimes (among other things - pretty much any non-client newer objects)

CHANGED:Commander building waypoints now only reset when a new commander takes over.Re-entering loadout cancels previously enabled auto-spawn.GS Cvars gs_team_resource now works for all teams and all resources.Object setting isWorker range increased to 2 from only 1. Worker counts are exclusive for isWorker==1!spawnObject now checks a team's object's maxPopulation before spawning. Team0 and anything with no maxPopulation is unaffected.Non-Siege NPCs no longer receive "attack enemy building" orders, which was not needed and caused lag.If sadist award is tied, the award goes to the one with less deaths.

ADDED:cmdrSelectionScaleAdjust to object settings (adjusts the selection circle's scale).The familiar "wavey line effect" from shields/spires to units and equipped items as well.@hit script entry to non-clients (and technically non-buildings, too); melee only.graphicmode - cvar for user-friendly way to load graphic archives/mods officially added to XR.cl_blackignore - people show up colored black in userlist if they're on your ignorelist. (Works like cl_yellowme and cl_bluebuddy.)Level 9 "helmets" for Shaman (previously present in Xmas pack) and Chaplain:

Multiple people reported presets not working for healers. I tried to fix it but i failed - i just can't figure out what's wrong. So if any of you peeps wanna help, try and do it yourselves and send me the fix! Thanks!

We just picked something cuz there was actually no tiebreaking criteria, and whoever had the luck of having had connected to the server 1st would get the award. So far we got 'most damage' and 'most xp' suggestions.

most damage done for sadist might be more fair? or is that too much calculation

Are you referring to building (homewrecker) damage, or people (violent) damage, melee will be in favor of violent damage, but XP can be equally obtained through both sides + you don't entirely have to be limited on being offensive against the enemy.

Multiple people reported presets not working for healers. I tried to fix it but i failed - i just can't figure out what's wrong. So if any of you peeps wanna help, try and do it yourselves and send me the fix! Thanks!

preset_itemRequest doesn't work if the current unit's a healer.Try it yourself: "preset_itemRequest 4 beast_mana_stone 1; preset_loadQueue"It won't do anything. The solution's to use "playerrequest object" instead.

This would implicitly assume that the player used buffs for whoring. I rather give the sadist award to a 300k-building-damage homewrecker with 50 sacrifices and 100 buffs than to someone who spent the entire game coiling and relocing.

Player damage tiebreakers will favor T2 players. XP tiebreaker sounds like the best choice here.

Multiple people reported presets not working for healers. I tried to fix it but i failed - i just can't figure out what's wrong. So if any of you peeps wanna help, try and do it yourselves and send me the fix! Thanks!

preset_itemRequest doesn't work if the current unit's a healer.Try it yourself: "preset_itemRequest 4 beast_mana_stone 1; preset_loadQueue"It won't do anything. The solution's to use "playerrequest object" instead.

But.There is no reason why sadist should be dependant on, say, damage done. One could argue that more damage done = more work done, more help to the team etc, so the guy deserves sadist more.However, if that's the case, why not award sadist to one who got more gold to the team. It does help the team, right?...

Amount of kills has it's own award - SadistPlayer damage has it's own award - Most ViolentBuilding damage has it's own award - Homewrecker

Sadist is about kills, that is, about placing that last kill shot, about who is better at killstealing.Why would that kind of an award be dependant on say, buffs used?....

If you tie sadists like that, why not other awards? Why should "kill stealer" award be treated better than "I get gold for the team" award? If you get a tie on MV, will you then award it based on kills? And if both are tied? What about unbreakable (kills-deaths) ties?

One player will value HW, another will value not dying, 3rd one will value doing damage to players. A solution suitable for one player will seem completely illogical to another.Baseline, you will never get this right.

If anything, I'd just randomize ties and be done with it."you was out of luck this time" sounds better than having a seemingly unrelated secondary factors secretly affect the outcome.

Randomizing is better than current system because it might give a fairer distribution of awards when multiple awards are tied between same two players, and because it could change from match to match, while now if you are unlucky with high client number, you are kinda stuck with it.